Vigilance
Explorer
The following is from my Blood and Circuits: Man and Machine book on prosthetics and cybernetics.
And here's the information on prosthetics.
Missing Leg: A character with a missing leg is incapable of walking and must move at a crawl. Crawling characters are always considered prone in combat and their movement is limited to a 5 ft. step each round. As a full round action a crawling character may instead take two 5 ft. steps.
A character with a missing leg is incapable of the following skill checks: Balance (since the ultimate penalty of failing a Balance check is becoming prone, this skill is somewhat meaningless for a character already prone), Jump and Tumble.
A character with a missing leg suffers a -10 penalty to the following skill checks: Climb, Drive, Pilot, Ride and Swim.
A character missing a leg also suffers a -6 penalty to Initiative (while the character’s reaction time is unaffected he will simply have a harder time maneuvering and acquiring a target- even with a ranged weapon in a chaotic situation like a combat).
Most of the time a character with this condition will be considered Prone (crawling) unless he is able to find some way to support himself. A character with a missing leg is always considered flat-footed and never receives a Dexterity modifier to his Defense even if he is able to find a way to stand upright (usually by leaning against an object and/or supporting his weight on his arms alone).
Note: A number of devices will alleviate some of these penalties. A character in a wheelchair would regain the ability to make Balance skill checks (at a -10 penalty) and would have his initiative penalty reduced to -4. A wheelchair would also improve the character’s movement to 15 ft. per round on a paved surface (an electric wheelchair improves this speed to 20 ft. per round). Keep in mind that most wheelchairs are not stable and will require Balance checks in situations where a character that could walk would not need to (stairs or rough ground).
Crutches allow a character with a missing leg to operate as though he had a primitive prosthetic leg (see that device for more information).
And here's the information on prosthetics.
Primitive Prosthetic Leg: At this progress level prosthetic legs are often nothing more than a wooden extender, commonly called a “peg leg” to aid in balance and allow the wearer to stand and walk (although slowly) without the use of a cane or crutch.
This limb allows a character to make skill checks with the missing limb at a -6 penalty.
Due to the character’s limited mobility on the battlefield he suffers a -4 penalty to Initiative and his movement is limited to 10 ft. per round modified by terrain. The character is mobile however and able to defend himself (he is not considered flat-footed).
A character with a primitive prosthetic leg will occasionally have to make Balance skill checks in situations other characters would not, such as navigating stairs or walking over broken ground (check once per minute).
In combat a character with a primitive prosthetic leg must make a Balance check each time he makes a full move. As long as the character only takes a 5 ft. step he does not need to make this check (if a character takes a double move he still only needs to make one Balance check).
Once a character with a prosthetic leg has fallen he must make a Balance check (DC 15 modified by the prosthesis) to stand up again without the aid of an object to support his weight, an ally or a cane.
A character with a primitive prosthetic leg cannot benefit from the following feats: Acrobatic, Agile Riposte, Dodge, Improved Initiative, Mobility and Spring Attack.
Prosthetic Leg: These prosthetic legs are more advanced in every way. More comfortable, more natural looking and providing better balance, a character with one of these prosthetics will enjoy a high degree of mobility and freedom.
This limb allows the character to make skill checks with the missing limb at a -4 penalty.
Due to the character’s limited mobility on the battlefield he suffers a -2 penalty to Initiative and his movement is limited to 20 ft. per round modified by terrain.
A character with a prosthetic leg will have to make Balance skill checks in situations other characters would not. In combat a character with a prosthetic leg must make a Balance check each time he makes a double move in combat (takes two move actions).
A prosthetic leg offers some cosmetic value as well and will only be recognized as artificial on a Spot check of 10. A character with the Disguise skill can use his skill to disguise the appearance of his leg, adding the result of his skill check to the Spot check needed to detect the arm as artificial.
Advanced Prosthetic Leg: Advanced prosthetics allow a character almost as wide a range of movement as they do a character without any disability. Disabled persons have successfully run marathons with these limbs and soldiers have been fitted with these state of the art devices and rejoined their units in combat zones.
This limb allows the character to make skill checks with the missing limb at a -2 penalty.
An advanced prosthetic leg offers tremendous cosmetic value as well and will only be recognized as artificial on a Spot check of 20. A character with the Disguise skill can use his skill to disguise the appearance of his leg, adding the result of his skill check to the Spot check needed to detect the arm as artificial.
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